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Next, make something that resembles what you were thinking. Take into consideration that your game will change as you make it."Maybe there is some use here for other people, but I found absolutely no practical advice anywhere in the book. I don't know why they decided to go with "The Ultimate Guide." rather than "A Basic Introduction to."There are really no advanced ideas in this book. Finally, change it until it is more like what you want. I do not recommend this. Descriptions of the creative process are presented in an imprecise, unhelpful way. The following is an exaggeration and not a direct quote, but this is how the book felt to me:"First, think about what type of game you want to make.
And I think that game developers like Ed Boon should buy this book. well. There is to much flux in the video games industry for that." This book is mostly based on for people that already work in a gaming industry, and that you're leading a team to make games. I bought this book under false pretense, I thought this book will help you how to program and create games.
The title of this book is misleading. I just think they should have been more specific on the title. Flint Dille and John Zuur made a real great book, its well laid out and a breeze to read and understand. Its true this book dose gives you a lot of insight on how to write a game, in fact it gives you everything you need to know on how wright a great game.
In fact at the being of the first few pages of the introduction it clearly says; "This book is not a comtemplative work that is meticulously structured and certain of its conclusions. This book just wasn't what I was looking for. But as far as design goes. it really doesn't help much.
A good read. This book is very informative, and the example of a common 'idea' document at the back definitely shows that it's more work that I initially thought. Normally you just think, all I need is an idea, a story, and a will to program. Not quite so.
Yes writing does play a big part just as the programmers and coding that goes into a game. The thing that I found that this book really drove home the point is that if you are writing a game or any media medium that everything will fall in your lap and if you don't know how to weather the storm you can and almost will be lost. These guys wrote this book for the people looking to write and help design games.
IT is to give the aspiring writers something tangible to read and gives you more then what you thought that went into game writing. I mentioned in one of the reasons is that they drew on their personal and professional trips through the gaming business and gives you some tips on how to conduct business as a writer in the business. Once again I'm writing my own game and this book helped in so many different ways that I'm in the process of revising my game and how it is written and how it will look and feel and play.
Here are my reasons for the stars and why this book is important for anyone looking to try game writing.1-This book is easy to read and the concepts easy to understand and get you quickly writng or writing again.2-It also helps you with whatever problems that you have with your writing or improve upon it.3-Gives you some insight (though from a personal and professional standpoint) as to what is expected from you as a writer.4-Gives you excercises to help get you in the frame of mind that gets you writing.5-Gives you a layout format to help you when you are writing.Notice that I said write alot. They do go into how the design and writing the game go hand and hand but once again that process or how a designer gets it done is not there. This book is for anyone looking to get into game writng or any writing medium today.
If you are a designer and then read this book may feel a little cheated cause they really didn't go in too much detail in what or how that process is done. When you have to re-write something that could mean meeting your goals or just putting something out that totally misses the mark completely or even your job.
their experience is primarily in writing, not game design.The final part of the book contains realistic advice on breaking in to the industry and surviving once you get in.The book also contains several creative exercises (called "Action Items") peppered throughout. If I buy this book, it will be because of the exercises.I recommend picking up this book at your local public library if you're looking to break into the game industry and work as a script writer for games. Overall, the book is a well written introduction to writing for video games. Although they weren't the focus of the book, the action items were (in my opinion) one of the best parts of this book. If you're already writing for games, then chances are that you already know most of what this book has to teach. Calling this book an "ultimate guide" is a bit of an exaggeration, but it's a good jumping-off point for an aspiring game writer.Unfortunately, the book is lacking in content on design. I can't really fault the authors on this one.
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